Difference between revisions of "User:Denied/Weapon balance ideas Pyro"

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m (Thermal Thruster)
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'''Weapon balance ideas for the Pyro'''
 
'''Weapon balance ideas for the Pyro'''
  
Some stats are based on [https://www.youtube.com/channel/UCf4F9MrlQdJI8KHzJKQdIfA After Breakfast's] suggestions and suggestions from the community.
+
Random crits would be disabled on official servers; same as random bullet spread.
  
In my thought random crits would be disabled on official servers; same as random bullet spread (bloom).
+
All unnecessary descriptions were removed to make more space for important informations, like attributes and descriptions that are explaining functionality of the weapon.
  
Also any descriptions were removed to make more space for important informations, like attributes and descriptions that are explaining functionality of the weapon.
+
= Direct damage reduce Medi Gun healing and shield resists =
 +
* {{c|=|Changed:}} Replaced with 'Fire damage reduces healing from all sources by 33%.'
  
= Direct damage reduce Medi Gun healing and shield resists =
+
= Healing for extinguishing a teammate =
* {{c|=|Changed:}} Removed previous penalty. Replaced it wtih "Fire damage reduces healing from all sources by 33%.".
+
* {{c|+|Changed:}} Increased from 20 to 25.
  
 
= Primary =
 
= Primary =
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| item-level = 1
 
| item-level = 1
 
   | item-description = Alt-Fire: Use 25 ammo to release a blast of air that pushes enemies and enemy projectiles, and extinguish teammates that are on fire to receive 25 health per teammate.<br><br>Fire damage reduces healing from all sources by 33%.
 
   | item-description = Alt-Fire: Use 25 ammo to release a blast of air that pushes enemies and enemy projectiles, and extinguish teammates that are on fire to receive 25 health per teammate.<br><br>Fire damage reduces healing from all sources by 33%.
   | att-1-positive = When attacking an enemy from behind: Mini-crit damage
+
   | att-1-positive = Mini-crit damage while attacking the enemy from behind
   | att-2-negative = When attacking an enemy from the front: -10% damage penalty
+
   | att-2-negative = -10% damage penalty while attacking the enemy from the front
 
   | att-3-negative = +25% airblast cost
 
   | att-3-negative = +25% airblast cost
 
}}
 
}}
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* {{c|+|Changed:}} Reduced cost of airblast from +150% to +25%
 
* {{c|+|Changed:}} Reduced cost of airblast from +150% to +25%
 
* {{c|-|Removed:}} 100% critical hits from behind
 
* {{c|-|Removed:}} 100% critical hits from behind
* {{c|-|Added:}} When attacking an enemy from behind: Mini-crit damage
+
* {{c|-|Added:}} Mini-crit damage while attacking the enemy from behind
* {{c|-|Added:}} When attacking an enemy from the front: -10% damage penalty
+
* {{c|-|Added:}} -10% damage penalty while attacking the enemy from the front
* {{c|=|Changed:}} Updated item attribute and description to better explain functionality of the weapon
+
* {{c|=|Changed:}} Updated the item's attribute and description to better explain functionality of the weapon.
** Hit registration from the back almost never works, due to very low angle.
 
** Reducing the cost of airblast would allow the Pyro to use it 8 times, instead of 4. Quick usage of ammo by the flamethrower doesn't combine with very high ammo cost to use airblast.
 
 
|}
 
|}
  
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   | att-4-negative = -20% damage penalty
 
   | att-4-negative = -20% damage penalty
 
}}
 
}}
Concept #2
+
* {{c|+|Changed:}} Holster time from -30% to -50%
* {{c|+|Changed:}} Holster time from +30% to +50%
 
 
* {{c|+|Removed:}} +25% airblast cost
 
* {{c|+|Removed:}} +25% airblast cost
* {{c|-|Changed:}} Deploy time from +60% to +50%
+
* {{c|-|Changed:}} Deploy time from -60% to -50%
 
* {{c|-|Added:}} -20% damage penalty
 
* {{c|-|Added:}} -20% damage penalty
 
* {{c|=|Changed:}} Corrected afterburn damage penalty from -66% to -75%.
 
* {{c|=|Changed:}} Corrected afterburn damage penalty from -66% to -75%.
* {{c|=|Changed:}} Updated item attributes and description to better explain functionality of the weapon
+
* {{c|=|Changed:}} Updated the item's attributes and description to better explain functionality of the weapon.
** With Reserve Shooter no longer being able to mini-crit targets launched into air by compression blast, deploy and holster time could be align to the same value to be easier to time and use combos.
 
** With -75% afterburn damage penalty, an additional -20% damage penalty would be more fitting to be sure that the weapon will be used for combos, and not direct fire damage.
 
 
|}
 
|}
  
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   | att-6-negative = 'Mmmph' is lost on death
 
   | att-6-negative = 'Mmmph' is lost on death
 
}}
 
}}
Concept #1
 
 
* {{c|+|Changed:}} Now alt-fire destroys enemy projectiles.
 
* {{c|+|Changed:}} Now alt-fire destroys enemy projectiles.
 
* {{c|+|Removed:}} No airblast
 
* {{c|+|Removed:}} No airblast
Line 111: Line 106:
 
* {{c|-|Changed:}} Increased damage to fully fill the meter from 300 to 400.
 
* {{c|-|Changed:}} Increased damage to fully fill the meter from 300 to 400.
 
* {{c|-|Added:}} -10% damage penalty
 
* {{c|-|Added:}} -10% damage penalty
** Not being able to use compression blast is a massive downside, that moves the Pyro back to 2007. Ability to destroy projectiles instead of deflecting them would be more useful than W + M1 with crits tactics.
+
* {{c|=|Changed:}} When 'Mmmph' is full, press 'Reload' key to fully refill health and gain mini-crits for 10 seconds
** Alt fire destroying projectiles would work the same way as pre Blue Moon update Short Circuit.
 
** Destroying projectiles is still weaker compared to sending them mini-crit boosted back to enemies. Changing 'Mmmph' from crit boost to healing for the Pyro would be more benefit for the wearer in dangerous situations, ambushes or without any heal sources near them. It would work the same way as healing in Half-Zatoichi.
 
 
|}
 
|}
  
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   | att-2-negative  = -25% repressurization rate on Alt-Fire
 
   | att-2-negative  = -25% repressurization rate on Alt-Fire
 
}}
 
}}
* {{c|+|Removed:}} Repressurization rate on Alt-Fire penalty from -50% to -25%  
+
* {{c|+|Removed:}} Repressurization rate on Alt-Fire penalty from -50% to -25%.
* {{c|=|Changed:}} Updated item attributes and description to better explain functionality of the weapon
+
* {{c|=|Changed:}} Updated the item's attributes and description to better explain functionality of the weapon.
** Except a big list of fixes, the only thing that the Dragon's Fury need is a smaller hitbox and actually working hit detection, because after last nerf the fireball many times doesn't connect at all with enemy's hitbox, when visually it hits the target. And due to reduced, more reasonable size of a hitbox, remove being forced to hit with fireball's center to make contact with the target's hitbox. Because of it Dragon's Fury lags behind default Flame Thrower.
 
** Compression blast fire rate is too slow compared to other flamethrowers. In many situations it's better to just use default Flame Thrower.
 
 
|}
 
|}
  
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| item-level = 1
 
| item-level = 1
 
   | att-1-positive = +15% damage bonus against burning launched airborne enemies
 
   | att-1-positive = +15% damage bonus against burning launched airborne enemies
   | att-2-negative = -15% damage penalty against not burning launched airborne enemies
+
   | att-2-negative = -30% damage penalty against not burning launched airborne enemies
 
   | att-3-negative = -50% clip size
 
   | att-3-negative = -50% clip size
 
}}
 
}}
Concept #1
+
* {{c|+|Changed:}} 'Mini-crits enemies launched airborne by explosions, grapple hooks or rocket packs' to '+15% damage bonus against burning launched airborne enemies'
* {{c|+|Changed:}} Mini-crits enemies launched airborne by explosions, grapple hooks or rocket packs to +15% damage bonus against burning launched airborne enemies
 
 
* {{c|-|Changed:}} Clip size penalty from -25% to -50%
 
* {{c|-|Changed:}} Clip size penalty from -25% to -50%
* {{c|=|Changed:}} No longer equippable for the Pyro
+
* {{c|=|Changed:}} No longer equippable by the Pyro.
* {{c|=|Changed:}} New statistics moved to a new weapon (for example [https://steamcommunity.com/sharedfiles/filedetails/?id=148521367 Calefactor])
+
* {{c|=|Changed:}} New statistics moved to a new weapon (for example [https://steamcommunity.com/sharedfiles/filedetails/?id=148521367 Calefactor]).
** With the removal of compresion blast from the list of forces allowing to mini-crit airborne targets, the Reserve Shooter became useless on Pyro. It was too good combined with compression blast, but something more reasonable might work, but as separate weapon.
 
 
|}
 
|}
  
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   | att-1-positive  = 100% critical hit vs burning enemies
 
   | att-1-positive  = 100% critical hit vs burning enemies
 
}}
 
}}
* {{c|=|Changed:}} Updated attribute and description
+
* {{c|=|Changed:}} Updated the item's attribute and description for consistency with other weapons.
 
|}
 
|}
  
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* {{c|+|Changed:}} Reduced damage to self penalty from +50% to +35%
 
* {{c|+|Changed:}} Reduced damage to self penalty from +50% to +35%
 
* {{c|-|Removed:}} (Hidden) Able to destroy enemy stickybombs
 
* {{c|-|Removed:}} (Hidden) Able to destroy enemy stickybombs
* {{c|=|Changed:}} Updated item attributes to better explain functionality of the weapon
+
* {{c|=|Changed:}} Updated the item's attributes to better explain functionality of the weapon.
 
|}
 
|}
  
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   | att-1-positive  = Does not require ammo
 
   | att-1-positive  = Does not require ammo
 
   | att-2-positive  = Alt-Fire: Remove a negative effect from your teammate and receive 15 health per teammate
 
   | att-2-positive  = Alt-Fire: Remove a negative effect from your teammate and receive 15 health per teammate
   | att-3-positive  = On hit an enemy with stored negative effect: Transfer its remaining duration to the target
+
   | att-3-positive  = On hit an enemy with stored negative effect: Transfer its full duration to the target
 
   | att-4-negative  = Only one negative effect at the time can be stored
 
   | att-4-negative  = Only one negative effect at the time can be stored
 
   | att-5-negative  = -40% afterburn duration
 
   | att-5-negative  = -40% afterburn duration
Line 234: Line 223:
 
}}
 
}}
 
* {{c|+|Added:}} Alt-Fire: Remove a negative effect from your teammate and receive 15 health per teammate
 
* {{c|+|Added:}} Alt-Fire: Remove a negative effect from your teammate and receive 15 health per teammate
* {{c|+|Added:}} On hit an enemy with stored negative effect: Transfer its remaining duration to the target
+
* {{c|+|Added:}} On hit an enemy with stored negative effect: Transfer its full duration to the target
 
* {{c|-|Removed:}} +50% projectile speed
 
* {{c|-|Removed:}} +50% projectile speed
 
* {{c|-|Added:}} -40% afterburn duration
 
* {{c|-|Added:}} -40% afterburn duration
 
* {{c|-|Added:}} -80% damage to enemy buildings
 
* {{c|-|Added:}} -80% damage to enemy buildings
* {{c|=|Changed:}} Updated item attributes to better explain functionality of the weapon
+
* {{c|=|Changed:}} Updated the item's attributes to better explain functionality of the weapon.
** A weapon that doesn't know yet what it wants to be. Ability to store and shoot negative effects could be an original design for this weapon.
 
 
|}
 
|}
  
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* {{c|-|Removed:}} Flare knocks back an enemy on hit and explodes when it hits the ground
 
* {{c|-|Removed:}} Flare knocks back an enemy on hit and explodes when it hits the ground
 
* {{c|-|Removed:}} Increased knockback on burning enemies
 
* {{c|-|Removed:}} Increased knockback on burning enemies
* {{c|-|Changed:}} 100% mini-crits vs burning enemies to 100% mini-crits vs burning enemies on direct hit
+
* {{c|-|Changed:}} '100% mini-crits vs burning enemies' to '100% mini-crits vs burning enemies on direct hit'
 
* {{c|-|Added:}} -60% afterburn duration on splash damage
 
* {{c|-|Added:}} -60% afterburn duration on splash damage
* {{c|=|Changed:}} Updated item attributes to better explain functionality of the weapon
+
* {{c|=|Changed:}} Updated the item's attributes to better explain functionality of the weapon.
** Stun mechanics have no place in FPS games. Scorch Shot is able to stun enemies in a corner and deal double mini-crit damage, due to second explosion. Combined with higher blast radious of the flare, fighting against it is just annoying.
 
 
|}
 
|}
  
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}}
 
}}
 
* {{c|-|Changed:}} Reduced deploy time bonus from -50% to -25%.
 
* {{c|-|Changed:}} Reduced deploy time bonus from -50% to -25%.
* {{c|=|Changed:}} No longer equippable on the Heavy and Engineer
+
* {{c|=|Changed:}} No longer equippable by the Heavy and Engineer
 
* {{c|=|Changed:}} Separated statistics from the current weapon and moved to a [https://steamcommunity.com/sharedfiles/filedetails/?id=117833569 new weapon], Raiding Aid (at some point it was already tested, suggested by the [https://wiki.teamfortress.com/wiki/File:Killicon_panic_attack_old.png old kill icon])
 
* {{c|=|Changed:}} Separated statistics from the current weapon and moved to a [https://steamcommunity.com/sharedfiles/filedetails/?id=117833569 new weapon], Raiding Aid (at some point it was already tested, suggested by the [https://wiki.teamfortress.com/wiki/File:Killicon_panic_attack_old.png old kill icon])
** Current design works only on classes that are cappable of doing close range damage and have high mobility (Soldier's rocket jumps and Pyro's speed + compresion blast), but not on slow Heavy and low health Enginner.
 
 
|}
 
|}
  
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* {{c|-|Removed:}} Deals 3x falling damage to the enemy the wearer lands on
 
* {{c|-|Removed:}} Deals 3x falling damage to the enemy the wearer lands on
 
* {{c|=|Info:}} Now -75% fall damage on wearer while using the rocket pack charges
 
* {{c|=|Info:}} Now -75% fall damage on wearer while using the rocket pack charges
* {{c|=|Changed:}} Updated item attributes to better explain functionality of the weapon
+
* {{c|=|Changed:}} Updated the item's attributes to better explain functionality of the weapon.
** A weapon with a very big potential, but holster time and increased knockback, combined with long recharge time, make the weapon a very situational pick, compared to other secondary weapons in Pyro's arsenal.
 
 
|}
 
|}
  
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| item-level = 1
 
| item-level = 1
 
   | att-1-positive = Gas meter builds with damage done (600 damage) and/or time (60 seconds)  
 
   | att-1-positive = Gas meter builds with damage done (600 damage) and/or time (60 seconds)  
   | att-2-positive = When the Gas meter is full, throw a canister, that upon an impact creates a horrific visible gas for 10 seconds, that coats enemies with a flammable material, which then explodes if they take damage (even enemy Pyros), where explosion deals 70 damage and sets them on fire for 5 seconds
+
   | att-2-positive = When the Gas meter is full, throw a canister, that upon an impact creates a horrific visible gas for 10 seconds, that coats enemies with a flammable material, which then explodes if they take damage (even enemy Pyros), where explosion deals 60 damage and sets them on fire for 5 seconds
 
   | att-4-negative = Gas meter starts empty
 
   | att-4-negative = Gas meter starts empty
 
   | att-5-negative = Spawning and resupply do not affect the Gas meter
 
   | att-5-negative = Spawning and resupply do not affect the Gas meter
 
}}
 
}}
* {{c|+|Changed:}} Now damaged enemies coated in gasoline explode. Explosion deals 70 damage and sets them on fire, adding 5 seconds of afterburn.
+
* {{c|+|Changed:}} Now damaged enemies coated in gasoline explode. Explosion deals 60 damage and sets them on fire, adding 5 seconds of afterburn.
 
* {{c|+|Changed:}} Now enemies soaked by this weapon are considered as "wet"
 
* {{c|+|Changed:}} Now enemies soaked by this weapon are considered as "wet"
* {{c|+|Changed:}} Increased gas cloud duration from 5 to 10 seconds
 
 
* {{c|+|Changed:}} Reduced damage dealt needed to fill the charge from 750 to 600
 
* {{c|+|Changed:}} Reduced damage dealt needed to fill the charge from 750 to 600
* {{c|=|Changed:}} Updated item attributes to better explain functionality of the weapon
+
* {{c|=|Changed:}} Updated the item's attributes to better explain functionality of the weapon.
** From Hi GPS Balance Mod suggestion. Outside of MvM, this weapon can be easily replaced with what flame throwers already do. It also occupies precious secondary slot, that could be used for any other Pyro weapon that can deal damage.
 
 
|}
 
|}
  
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| item-level = 1
 
| item-level = 1
 
   | att-1-positive = Mini-crits burning enemy and extinguishes them
 
   | att-1-positive = Mini-crits burning enemy and extinguishes them
   | att-2-positive = Damage increases based on remaining duration of afterburn
+
   | att-2-positive = Longer afterburn duration on the enemy adds increased damage bonus
 
   | att-4-negative = -30% damage penalty
 
   | att-4-negative = -30% damage penalty
 
   | att-6-negative = +25% holster time
 
   | att-6-negative = +25% holster time
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* {{c|+|Changed:}} Reduced holster time penalty from +35% to +25%.
 
* {{c|+|Changed:}} Reduced holster time penalty from +35% to +25%.
 
* {{c|-|Removed:}} Killing blow on burning enemy grants a speed boost
 
* {{c|-|Removed:}} Killing blow on burning enemy grants a speed boost
* {{c|=|Changed:}} Updated item attributes to better explain functionality of the weapon
+
* {{c|=|Changed:}} Updated the item's attributes to better explain functionality of the weapon.
** Very small damage buff and bigger holster penalty buff, at cost of no speed boost on kill.
 
 
|}
 
|}
  
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* {{c|=|Added:}} While weapon is active:
 
* {{c|=|Added:}} While weapon is active:
 
* {{c|=|Changed:}} Updated item attributes to better explain functionality of the weapon
 
* {{c|=|Changed:}} Updated item attributes to better explain functionality of the weapon
** Suggestion from Hi GPS Balance Mod. Except defending friendly buildings from Spies, this weapon has no other use, as Pyro will never try to fight with melee weapon against enemy buildings, when any flame thrower can do it faster and from safier distance. Additional -40% reduction in push force taken from damage would allow the Pyro to easiel approach enemy Soldiers, Demos, and when ubered, enemy sentries, especially well defended ones.
 
 
|}
 
|}
  
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   | att-4-negative = +25% deploy time
 
   | att-4-negative = +25% deploy time
 
}}
 
}}
Concept #1
 
 
* {{c|+|Changed:}} '+25 health restored on kill' to 'Gain 50% of base health on kill, that can result in overheal'
 
* {{c|+|Changed:}} '+25 health restored on kill' to 'Gain 50% of base health on kill, that can result in overheal'
* {{c|+|Changed:}} Now can overheal
 
 
* {{c|+|Removed:}} 20% damage vulnerability on wearer
 
* {{c|+|Removed:}} 20% damage vulnerability on wearer
 
* {{c|-|Removed:}} +15% faster move speed on wearer
 
* {{c|-|Removed:}} +15% faster move speed on wearer
 
* {{c|-|Added:}} +25% deploy time
 
* {{c|-|Added:}} +25% deploy time
* {{c|=|Changed:}} Updated item attributes and description to better explain functionality of the weapon
+
* {{c|=|Changed:}} Updated the item's attributes and description to better explain functionality of the weapon.
** From Hi GPS Balance Mod suggestion. +25 health restored on kill is nothing, but increased healing with increased speed bonus on wearer become unbalanced. To balance both, they can't stay on the same weapon.
 
 
|}
 
|}
  
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   | att-4-negative = -25% damage penalty
 
   | att-4-negative = -25% damage penalty
 
}}
 
}}
* {{c|+|Changed:}} Health from healers on wearer from -75% to -50%
+
* {{c|+|Changed:}} Health from healers on wearer from -75% to -50%.
* {{c|+|Changed:}} Health from packs on wearer from +50% to +75%
+
* {{c|+|Changed:}} Health from packs on wearer from +50% to +75%.
 
* {{c|-|Removed:}} +25% damage bonus
 
* {{c|-|Removed:}} +25% damage bonus
 
* {{c|-|Added:}} -20% firing speed
 
* {{c|-|Added:}} -20% firing speed
 
* {{c|-|Added:}} -25% damage penalty
 
* {{c|-|Added:}} -25% damage penalty
* {{c|=|Changed:}} Updated item attributes to better explain functionality of the weapon
+
* {{c|=|Changed:}} Updated the item's attributes to better explain functionality of the weapon.
** Reduced health from healers is actually not completly a downside, because it allows Medics to build ubers faster when healing the wearer. But it's reduced healing forces the user to remember where health packs are located, or to coordinate attacks with the Scout using Candy Cane.
 
 
|}
 
|}
  
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* {{c|-|Added:}} -20% firing speed
 
* {{c|-|Added:}} -20% firing speed
 
* {{c|-|Added:}} +25% holster time
 
* {{c|-|Added:}} +25% holster time
* {{c|=|Changed:}} Updated item attributes to better explain functionality of the weapon
+
* {{c|=|Changed:}} Updated the item's attributes to better explain functionality of the weapon.
** A weapon so bad, that it can receive any changes or complete redesign.
 
** This design would allow the Pyro to use full ponencial of afterburn damage. One hit from this weapon would deal 112 damage if the victim won't heal in the mean time.
 
 
|}
 
|}
  
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* {{c|-|Added:}} -20% firing speed
 
* {{c|-|Added:}} -20% firing speed
 
* {{c|=|Added:}} While weapon is active:
 
* {{c|=|Added:}} While weapon is active:
* {{c|=|Changed:}} Updated item attributes to better explain functionality of the weapon
+
* {{c|=|Changed:}} Updated the item's attributes to better explain functionality of the weapon.
** The only weapon in the game that's still a straight upgrade to the default counterpart, yet the upside is so situacional and doesn't have any real purpose, that the weapon is never used.
 
 
|}
 
|}
  
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* {{c|-|Changed:}} '-20% damage penalty vs enemies' to '-30% damage penalty'
 
* {{c|-|Changed:}} '-20% damage penalty vs enemies' to '-30% damage penalty'
 
* {{c|-|Added:}} -20% firing speed
 
* {{c|-|Added:}} -20% firing speed
* {{c|=|Changed:}} Updated item attributes to better explain functionality of the weapon
+
* {{c|=|Changed:}} Updated the item's attributes to better explain functionality of the weapon.
** A very, very situacional worse Homewrecker.
 
** Combined with Gas Passer's changes and additional ability to shock enemies, allowing the Pyro to leave their victim to die or to let the victim slow other nearby teammates, this weapon might be finally worth using.
 
 
|}
 
|}
  
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* {{c|-|Changed:}} Damage penalty from -20% to -50%
 
* {{c|-|Changed:}} Damage penalty from -20% to -50%
 
* {{c|=|Added:}} When weapon is active:
 
* {{c|=|Added:}} When weapon is active:
* {{c|=|Changed:}} Updated item attributes to better explain functionality of the weapon
+
* {{c|=|Changed:}} Updated the item's attributes to better explain functionality of the weapon.
** A meme weapon. That's it.
 
** Moved stats from Powerjack and added bonus mini-crit damage on second slap. Now healing with overheal on kill and bonus speed on separated weapons are balanced. Plus made it more than just a joke weapon.
 
 
|}
 
|}

Revision as of 15:49, 2 August 2020

Weapon balance ideas for the Pyro

Random crits would be disabled on official servers; same as random bullet spread.

All unnecessary descriptions were removed to make more space for important informations, like attributes and descriptions that are explaining functionality of the weapon.

Direct damage reduce Medi Gun healing and shield resists

  • Pictogram comment.png Changed: Replaced with 'Fire damage reduces healing from all sources by 33%.'

Healing for extinguishing a teammate

  • Pictogram plus.png Changed: Increased from 20 to 25.

Primary

Flame Thrower

  • No changes.

Bugs reported on the Wiki

  • The Flame Thrower's Medi Gun heal and resist reduction is not actually 20% as stated in the patch notes.
    • Healing is reduced by 50% with any Medi Guns, and by 100%/100%/75% with level 1/2/3 Dispensers, respectively.
    • The resistance reduction applies only to the Vaccinator's Übercharge and does not apply to the Vaccinator's passive resistance.
  • As of the Blue Moon update, the flamethrower has the following bugs.
    • At point blank range, Damage ramp-up has the tendency to reset to minimum.
    • At point blank range, the hit box shrinks drastically, roughly 50% of the normal hitbox.
    • Players next to walls will "Lock" old particles within their model until the player dies, this results in the locked flamethrower particle dictating all damage of subsequent particles.
    • Once any particle misses the target, the flamethrowers rampup will immediately reset to minimum

Backburner

Backpack Backburner.png
 Backburner 
Level 1 Flame Thrower
Mini-crit damage while attacking the enemy from behind
-10% damage penalty while attacking the enemy from the front
+25% airblast cost
 
Alt-Fire: Use 25 ammo to release a blast of air that pushes enemies and enemy projectiles, and extinguish teammates that are on fire to receive 25 health per teammate.

Fire damage reduces healing from all sources by 33%.
  • Pictogram plus.png Changed: Increased the angle that registers hits from behind from 90 to 160 degrees.
  • Pictogram plus.png Changed: Reduced cost of airblast from +150% to +25%
  • Pictogram minus.png Removed: 100% critical hits from behind
  • Pictogram minus.png Added: Mini-crit damage while attacking the enemy from behind
  • Pictogram minus.png Added: -10% damage penalty while attacking the enemy from the front
  • Pictogram comment.png Changed: Updated the item's attribute and description to better explain functionality of the weapon.

Degreaser

Bugs reported on the Wiki

  • The attribute -66% afterburn damage penalty is incorrect, as it actually deal 75% less afterburn damage when compared with the Flamethrower. This is because the Jungle Inferno Update increased the default afterburn damage from 3 to 4, but the attribute did not get updated. (Fixed with the following changes.)
  • Rarely, when the Degreaser is turned off during full crits, the flame effect can still be seen though the fix of the loophole, unlike a similar bug with the Minigun, the "flame" can only be seen by the player.
Backpack Degreaser.png
 Degreaser 
Level 1 Flame Thrower
-50% deploy time
-50% holster time
-75% afterburn damage penalty
-20% damage penalty
 
Alt-Fire: Use 20 ammo to release a blast of air that pushes enemies and enemy projectiles, and extinguish teammates that are on fire to receive 25 health per teammate.

Fire damage reduces healing from all sources by 33%.
  • Pictogram plus.png Changed: Holster time from -30% to -50%
  • Pictogram plus.png Removed: +25% airblast cost
  • Pictogram minus.png Changed: Deploy time from -60% to -50%
  • Pictogram minus.png Added: -20% damage penalty
  • Pictogram comment.png Changed: Corrected afterburn damage penalty from -66% to -75%.
  • Pictogram comment.png Changed: Updated the item's attributes and description to better explain functionality of the weapon.

Phlogistinator

Bugs reported on the Wiki

  • Occasionally after activating 'Mmmph', the charged particle effect may remain on the muzzle of the weapon. This can be easily fixed by switching to another weapon and then back again. (Fixed with the following changes.)
  • After activating 'Mmmph' followed by switching class, the 'Mmmph' glowing particle effect will be present when taunting. (Fixed with the following changes.)
  • 'Mmmph' gained is not reduced to reflect Damage Resistance. For example, hitting a Spy protected by the Dead Ringer will enable the Pyro to fill his 'Mmmph' gauge, despite the Spy not having enough health to do so normally.
  • In some cases, fire particles will still be in the air while activating 'Mmmph' will also be crit-boosted. (Fixed with the following changes.)
  • If 'Mmmph' is activated and the round changes, the effect will continue until the 'Mmmph' bar is depleted. (Fixed with the following changes.)
  • If the player is switched to the enemy team when the rounds end with a full 'Mmmph', the charged particle effect in client view will still be the old team's color. (Fixed with the following changes.)
  • Using an Action slot taunt with a full 'Mmmph' will cause the charge particle effect to disappear. (Fixed with the following changes.)
  • If the player activates 'Mmmph' with this weapon, and then switches to another primary weapon via Resupply or another method, the new weapon will retain the remaining crit-boost gained from 'Mmmph'. (Fixed with the following changes.)
  • If the Pyro activates 'Mmmph' and receives any sort of knockback (such as explosions or Airblast from an enemy Pyro), the taunt will be interrupted, but not its invulnerability. This is because the invulnerable effect is set by number of seconds, as opposed to when the taunt finishes. (Fixed with the following changes.)
Backpack Phlogistinator.png
 Phlogistinator 
Level 1 Flame Thrower
On hit an enemy with any weapon: Builds 'Mmmph'
When 'Mmmph' is full, press 'Reload' key to fully refill health and gain mini-crits for 10 seconds
-10% damage penalty
Alt-fire cannot push enemies and enemy projectiles, or extinguish teammates
'Mmmph' is lost on death
 
Alt-Fire: Use 20 ammo to release an electroshock that destroys enemy projectiles.

Fire damage reduces healing from all sources by 33%.

Requires 400 damage done with any weapon to fully fill the meter.
  • Pictogram plus.png Changed: Now alt-fire destroys enemy projectiles.
  • Pictogram plus.png Removed: No airblast
  • Pictogram plus.png Changed: 'Mmmph' meter can now be build with any damage dealt, not only from fire
  • Pictogram minus.png Removed: Alt-Fire on full 'Mmmph': Taunt to gain crit for several seconds
  • Pictogram minus.png Removed: Invulnerable while 'Mmmph' taunting
  • Pictogram minus.png Changed: Increased damage to fully fill the meter from 300 to 400.
  • Pictogram minus.png Added: -10% damage penalty
  • Pictogram comment.png Changed: When 'Mmmph' is full, press 'Reload' key to fully refill health and gain mini-crits for 10 seconds

Dragon's Fury

Bugs reported on the Wiki

  • The Dragon's Fury can potentially lag or freeze the player using it for a second while firing.
  • The projectile can go through thin walls such as setup gates when fired at a correct angle.
  • The attribute Deals 300% damage to burning players is incorrect; the bonus damage also applies to buildings and other non-player targets. In reality it is likely that the bonus damage is really the base damage of the weapon, and that hits against non burning players is reduced.
  • Rarely, the fireball may appear to hit an enemy, but not deliver damage.
  • Dragon Slayer skins of the weapon will not be sorted by Quality, as it is an Elite Grade weapon and is sorted by Decorated quality.
  • The Festivized variant's icon is team-colored (red icon on RED, blue icon on BLU) instead of being a single color.
  • The fireball projectile can become harmless by colliding with certain projectiles. Specifically rockets, needles, Huntsman arrows, Rescue Ranger bolts, flares, and the Fireball spell.
Backpack Dragon's Fury.png
 Dragon's Fury 
Level 1 Flame Launcher
Consecutive hits reward 50% faster reloads and 300% bonus damage
-25% repressurization rate on Alt-Fire
 
Uses a shared pressure tank for Primary Fire and Alt-Fire.

Primary Fire: Launches a fast moving projectile that briefly ignites enemies.

Alt-Fire: Use 5 ammo to release a blast of air that pushes enemies and enemy projectiles, and extinguishes teammates that are on fire to receive 25 health per teammate.

Fire damage reduces healing from all sources by 33%.
  • Pictogram plus.png Removed: Repressurization rate on Alt-Fire penalty from -50% to -25%.
  • Pictogram comment.png Changed: Updated the item's attributes and description to better explain functionality of the weapon.

Secondary

Shotgun

  • No changes.

Reserve Shooter aka Calefactor

Backpack Reserve Shooter.png
 Reserve Shooter 
Level 1 Shotgun
+15% damage bonus against burning launched airborne enemies
-30% damage penalty against not burning launched airborne enemies
-50% clip size
  • Pictogram plus.png Changed: 'Mini-crits enemies launched airborne by explosions, grapple hooks or rocket packs' to '+15% damage bonus against burning launched airborne enemies'
  • Pictogram minus.png Changed: Clip size penalty from -25% to -50%
  • Pictogram comment.png Changed: No longer equippable by the Pyro.
  • Pictogram comment.png Changed: New statistics moved to a new weapon (for example Calefactor).

Flare Gun

Bugs reported on the Wiki

  • The Flare Gun can self-damage the user if shot at a wall of extremely close proximity, under a specific angle. In such case, it deals up to 25 damage.
    • If the user dies because of this, the kill icon will be that of the Detonator.
Backpack Flare Gun.png
 Flare Gun 
Level 1 Flare Gun
100% critical hit vs burning enemies
 
This weapon will reload automatically when not active.
  • Pictogram comment.png Changed: Updated the item's attribute and description for consistency with other weapons.

Detonator

Bugs reported on the Wiki

  • Being affected by the Detonation explosion (even by self damage) will remove the visual effects of Jarate and Bleeding from the user's screen.
  • When an enemy is hit with a detonated flare, the blood particles will come from where the flare was detonated, instead of the player.
  • Firing the Detonator underwater will not fire any flares or waste any ammo, but will immediately play the sound of a flare impacting a surface with no effect.
  • Reflecting a Detonator right before it is detonated will cause 85-153+ self damage to whoever reflects it provided they are in the explosion radius. This will usually happen if the player reflects the Detonator projectile into the ground as a direct reflect puts the projectile too far away.
Backpack Detonator.png
 Detonator 
Level 1 Flare Gun
Alt-Fire: Detonate flare igniting nearby enemies
Increased self damage force
100% mini-crits vs burning enemies
-25% damage penalty
+35% damage to self
 
This weapon will reload automatically when not active.
  • Pictogram plus.png Changed: Slightly increased flare jump high
  • Pictogram plus.png Changed: Reduced damage to self penalty from +50% to +35%
  • Pictogram minus.png Removed: (Hidden) Able to destroy enemy stickybombs
  • Pictogram comment.png Changed: Updated the item's attributes to better explain functionality of the weapon.

Manmelter

Bugs reported on the Wiki

  • When this weapon's projectile is reflected, it is reflected as a flare.
  • The critical hits counter does not show when the active weapon is not the Manmelter.
  • Firing at least one time will cause the weapon to not fully go back to its resting position.
  • While holding down alt-fire after having saved up charges, trying to fire while still holding alt-fire instantly depletes the Manmelter of all its saved charges, and the crits counter is reset to 0. The weapon does not actually fire anything while this happens.
  • Occasionally the ash-suck particle effect may not appear.
  • If a friendly Pyro is inflicted by afterburn from the Gas Passer, and the Pyro extinguishes the friendly Pyro, they will recieve points and health, but not a stored critical.
Backpack Manmelter.png
 Manmelter 
Level 1 Indivisible Particle Smasher
Does not require ammo
Alt-Fire: Remove a negative effect from your teammate and receive 15 health per teammate
On hit an enemy with stored negative effect: Transfer its full duration to the target
Only one negative effect at the time can be stored
-40% afterburn duration
-80% damage to enemy buildings
 
This weapon will reload automatically when not active.
  • Pictogram plus.png Added: Alt-Fire: Remove a negative effect from your teammate and receive 15 health per teammate
  • Pictogram plus.png Added: On hit an enemy with stored negative effect: Transfer its full duration to the target
  • Pictogram minus.png Removed: +50% projectile speed
  • Pictogram minus.png Added: -40% afterburn duration
  • Pictogram minus.png Added: -80% damage to enemy buildings
  • Pictogram comment.png Changed: Updated the item's attributes to better explain functionality of the weapon.

Scorch Shot

Bugs reported on the Wiki

  • The projectile can go through thin walls such as setup gates when fired at a correct angle.
  • If the player taunts and is moved, the projectile will still fire from the original place.
  • If the player fires the last flare and taunts, the player is still able to do the kill taunt.
  • Firing a critical hit with the Scorch Shot flare causes the following shots fired with the Execution kill taunt to deal only critical hit damage (59) instead of the full taunt damage (400); this effect lasts indefinitely and is removed by dying, switching class, or sometimes by making normal attacks with the Scorch Shot or other weapons.
  • Due to a model error, part of the barrel doesn't move when loading in new flares, which allows players to see through part of the barrel. Additionally, one side of the hammer does not move with the rest of it, which allows players to see through part of the hammer.
Backpack Scorch Shot.png
 Scorch Shot 
Level 1 Flare Gun
100% mini-crits vs burning enemies on direct hit
Increased flare blast radius
-60% afterburn duration on splash damage
-35% self damage force
-35% damage penalty
 
This weapon will reload automatically when not active.
  • Pictogram minus.png Removed: (Hidden) Able to destroy enemy stickybombs
  • Pictogram minus.png Removed: Flare knocks back an enemy on hit and explodes when it hits the ground
  • Pictogram minus.png Removed: Increased knockback on burning enemies
  • Pictogram minus.png Changed: '100% mini-crits vs burning enemies' to '100% mini-crits vs burning enemies on direct hit'
  • Pictogram minus.png Added: -60% afterburn duration on splash damage
  • Pictogram comment.png Changed: Updated the item's attributes to better explain functionality of the weapon.

Panic Attack aka Raiding Aid

Backpack Panic Attack.png
 Panic Attack 
Level 1 Concept #1 Shotgun
+50% pellets per shot
-25% deploy time
-20% damage penalty
Successive shots become less accurate
  • Pictogram minus.png Changed: Reduced deploy time bonus from -50% to -25%.
  • Pictogram comment.png Changed: No longer equippable by the Heavy and Engineer
  • Pictogram comment.png Changed: Separated statistics from the current weapon and moved to a new weapon, Raiding Aid (at some point it was already tested, suggested by the old kill icon)

Thermal Thruster

Bugs reported on the Wiki

  • Rarely, hitting the Resupply locker while the Thermal Thruster is recharging can cause the game to crash.
  • Despite what the description suggests, the Pyro can launch backwards by using a charge while moving backwards.
  • Sometimes, the Thermal Thruster will not appear on other players who have it equipped.
  • The Thermal Thruster is always deactivated in the Loadout menu, whether or not the animation is playing.
  • When player models are enabled in the HUD, the Thermal Thruster will appear as RED, regardless of the team.
  • When the player dies with the Thermal Thruster equipped, the player will still have it on their back and there will also be another one dropped that can be picked up.
  • The Thermal Thruster may disappear on disguised Spies.
  • Despite the April 12, 2018 Patch fixing a issue with the Thermal Thruster animation, if the Pyro switches weapons when falling from a high place, the Pyro will be in a reference pose until they reach the ground again.
  • If the Pyro dies while the Thermal Thruster is active, it will still appear in its activated animation despite the Pyro holding a different weapon.
  • If the Pyro picks up a weapon while the Thermal Thruster is active, some of its attributes will still be retained, letting the player take less fall damage, and giving them the ability to stomp players by landing on them.
    • If the Pyro also picks up a secondary weapon during a specific time in the Thermal Thruster launch, the Pyro will receive the parachute attribute from the B.A.S.E. Jumper, but cannot retract the parachute until the player touches the ground.
    • If the Pyro enters water when using a charge, the attributes stated above will also stay until the player touches the ground.
  • If the Pyro uses a charge while above water, the charge animation and the Swimming animation will play at the same time if the Pyro keeps moving.
Backpack Thermal Thruster.png
 Thermal Thruster 
Level 1 Rocket Pack
Fires a short-duration blast that launches wearer in the direction they are aiming
Pushes enemies back when wearer lands (force and radius based on velocity)
Sets enemies around wearer on fire on liftoff for 5 seconds
-75% fall damage on wearer while using the rocket pack charges
  • Pictogram plus.png Removed: (Hidden) 30% knockback from all damage sources
  • Pictogram plus.png Changed: Holster time from 0.8 to 0.5 second
  • Pictogram plus.png Changed: Reduced recharge time per charge from 15 to 10 seconds
  • Pictogram plus.png Added: Sets enemies around wearer on fire on liftoff for 5 seconds
  • Pictogram minus.png Removed: Deals 3x falling damage to the enemy the wearer lands on
  • Pictogram comment.png Info: Now -75% fall damage on wearer while using the rocket pack charges
  • Pictogram comment.png Changed: Updated the item's attributes to better explain functionality of the weapon.

Gas Passer

Bugs reported on the Wiki

  • In some instances, the Mantreads will only deliver 30 damage upon a successful landing.
  • The Mantreads deal triple fall damage to players, but will also deal 10 additional damage, although it isn’t mentioned in the item’s description.
  • Rarely, the Mantreads stomp can sometimes Stomp twice in one fall.
  • While jumping using the Cow Mangler 5000, there is no third person stomping animation, resulting in a reference pose.
  • While falling from a high place with a melee weapon out, the Mantreads stomping animation uses the animation for the Rocket Launcher.
  • The Mantreads doesn't appear when inspecting it from the backpack menu.
Backpack Gas Passer.png
 Gas Passer 
Level 1 Gas-Like Substance
Gas meter builds with damage done (600 damage) and/or time (60 seconds)
When the Gas meter is full, throw a canister, that upon an impact creates a horrific visible gas for 10 seconds, that coats enemies with a flammable material, which then explodes if they take damage (even enemy Pyros), where explosion deals 60 damage and sets them on fire for 5 seconds
Gas meter starts empty
Spawning and resupply do not affect the Gas meter
  • Pictogram plus.png Changed: Now damaged enemies coated in gasoline explode. Explosion deals 60 damage and sets them on fire, adding 5 seconds of afterburn.
  • Pictogram plus.png Changed: Now enemies soaked by this weapon are considered as "wet"
  • Pictogram plus.png Changed: Reduced damage dealt needed to fill the charge from 750 to 600
  • Pictogram comment.png Changed: Updated the item's attributes to better explain functionality of the weapon.

Melee

Fire Axe

  • No changes.

Axtinguisher

Bugs reported on the Wiki

  • The Festive variant viewmodel is not affected by the "Use minimized viewmodels" option.
  • The Festive variant does not glow when crit-boosted.
  • The Festive variant does not appear when inspected from the Backpack menu.
Backpack Axtinguisher.png
 Axtinguisher 
Level 1 Fire Axe
Mini-crits burning enemy and extinguishes them
Longer afterburn duration on the enemy adds increased damage bonus
-30% damage penalty
+25% holster time
  • Pictogram plus.png Changed: Reduced damage penalty from -33% to -30%.
  • Pictogram plus.png Changed: Reduced holster time penalty from +35% to +25%.
  • Pictogram minus.png Removed: Killing blow on burning enemy grants a speed boost
  • Pictogram comment.png Changed: Updated the item's attributes to better explain functionality of the weapon.

Homewrecker

Backpack Homewrecker.png
 Homewrecker 
Level 1 Sledgehammer
While weapon is active:
-40% reduction in push force taken from all sources
+100% damage bonus vs enemy buildings
Damage removes enemy sappers
-25% damage penalty vs enemies
  • Pictogram plus.png Added: -40% reduction in push force taken from all sources
  • Pictogram comment.png Added: While weapon is active:
  • Pictogram comment.png Changed: Updated item attributes to better explain functionality of the weapon

Powerjack

Backpack Powerjack.png
 Powerjack 
Level 1 Sledgehammer
When weapon is active:
Gain 50% of base health on kill, that can result in overheal
-20% firing speed
+25% deploy time
  • Pictogram plus.png Changed: '+25 health restored on kill' to 'Gain 50% of base health on kill, that can result in overheal'
  • Pictogram plus.png Removed: 20% damage vulnerability on wearer
  • Pictogram minus.png Removed: +15% faster move speed on wearer
  • Pictogram minus.png Added: +25% deploy time
  • Pictogram comment.png Changed: Updated the item's attributes and description to better explain functionality of the weapon.

Back Scratcher

Backpack Back Scratcher.png
 Back Scratcher 
Level 1 Garden Rake
+75% health from packs on wearer
-50% health from healers on wearer
-20% firing speed
-25% damage penalty
  • Pictogram plus.png Changed: Health from healers on wearer from -75% to -50%.
  • Pictogram plus.png Changed: Health from packs on wearer from +50% to +75%.
  • Pictogram minus.png Removed: +25% damage bonus
  • Pictogram minus.png Added: -20% firing speed
  • Pictogram minus.png Added: -25% damage penalty
  • Pictogram comment.png Changed: Updated the item's attributes to better explain functionality of the weapon.

Sharpened Volcano Fragment

Backpack Sharpened Volcano Fragment.png
 Sharpened Volcano Fragment 
Level 1 RIFT Fire Axe
On hit an enemy: One victim at the time gets covered in liquid lava, that sets them on fire for 10 seconds and reduces their healing from all sources by 50%
Enemy covered in liquid lava can't be extinguished
-20% damage penalty
-20% firing speed
+25% holster time
  • Pictogram plus.png Changed: 'On Hit: Target is engulfed in flames' to 'On hit an enemy: One victim at the time gets covered in liquid lava, that sets them on fire for 10 seconds and reduces their healing from all sources by 50%'
  • Pictogram plus.png Added: Enemy covered in liquid lava can't be extinguished
  • Pictogram minus.png Added: -20% firing speed
  • Pictogram minus.png Added: +25% holster time
  • Pictogram comment.png Changed: Updated the item's attributes to better explain functionality of the weapon.

Third Degree

Backpack Third Degree.png
 Third Degree 
Level 1 Fire Axe
While weapon is active:
+3 health regenerated per second on wearer
On hit an enemy: Transfer they overheal to yourself
All enemies connected via healing beams are hit
-50% damage penalty
-20% firing speed
  • Pictogram plus.png Added: +3 health regenerated per second on wearer
  • Pictogram plus.png Added: On hit an enemy: Transfer they overheal to yourself
  • Pictogram plus.png Changed: Now all healing beans can hit connected enemies (dispensers, payload, Medic's Medicating Melody taunt etc.)
  • Pictogram minus.png Added: -50% damage penalty
  • Pictogram minus.png Added: -20% firing speed
  • Pictogram comment.png Added: While weapon is active:
  • Pictogram comment.png Changed: Updated the item's attributes to better explain functionality of the weapon.

Neon Annihilator

Bugs reported on the Wiki

  • The Genuine variant viewmodel is not affected by the "Use minimized viewmodels" option.
Backpack Neon Annihilator.png
 Neon Annihilator 
Level 1 Sign
On hit an enemy: Fires an electroshock, that every second deals 5 damage for 10 seconds
Electroshocked target reduces speed of other nearby enemies by 25%
100% critical hit vs wet enemies
-30% damage penalty
-20% firing speed
  • Pictogram plus.png Added: On hit an enemy: Fires an electroshock, that every second deals 5 damage for 10 seconds
  • Pictogram plus.png Added: Electroshocked target reduces speed of other nearby enemies by 25%
  • Pictogram minus.png Removed: Damage removes Sappers
  • Pictogram minus.png Changed: '-20% damage penalty vs enemies' to '-30% damage penalty'
  • Pictogram minus.png Added: -20% firing speed
  • Pictogram comment.png Changed: Updated the item's attributes to better explain functionality of the weapon.

Hot Hand

Bugs reported on the Wiki

  • The attribute -20% damage penalty is incorrect; the actual damage penalty is -14%.
  • If the player assists a slap kill, the kill icon will not be highlighted in the kill feed like other kills and assists.
  • Taunt kills with the Hot Hand will announce "SLAP KILL!" in the second killfeed.
  • The glove is always RED version (grey color) in the client view.
  • The Hot Hand's viewmodel is not affected by the "Use minimized viewmodels" option.
  • The Hot Hand doesn't appear when inspecting it from the backpack menu.
  • Upon selecting the Hot Hand on Pyro's Loadout menu, and then switching back to another Melee weapon that is for all classes, their right hand will be more elevated than normal when holding the other weapon, this is because their right arm is slightly more extended when using the Hot Hand, however, the game doesn't return to the proper right hand position after going back to an all class Melee weapon. This effect only happens on the Loadout menu, and the 3D Character HUD, but it doesn't happen in-game. The effect on the Loadout menu only goes back to normal after rebooting TF2, while the effect on the 3D Character HUD goes back to normal after switching classes.
  • The glove won't appear on a Pyro's hand after death.
  • Frequently, players will be able to keep the Loaner version of the Hot Hand even after completing the contract.
Backpack Hot Hand.png
 Hot Hand 
Level 1 Slap
When weapon is active:
+15% move speed on wearer
On hit an enemy: Gain a speed boost
Second slap deals mini-crit damage
-20% damage vulnerability on wearer
-50% damage penalty

Concept #1

  • Pictogram plus.png Added: +15% move speed on wearer
  • Pictogram plus.png Added: Second slap deals mini-crit damage
  • Pictogram minus.png Added: -20% damage vulnerability on wearer
  • Pictogram minus.png Changed: Damage penalty from -20% to -50%
  • Pictogram comment.png Added: When weapon is active:
  • Pictogram comment.png Changed: Updated the item's attributes to better explain functionality of the weapon.